Are you old enough to remember the 1980s, the time of the first computer wargames?

Some of the best and most innovative games came from the legendary publisher Stragic Simulations Inc. (SSI), famous for the "Panzer General" series.

Among the first war games I ever played on my Commodore 64 were the turn-based WW2 games "Field of Fire" and "Panzergrenadier" by SSI. As an homage to those days 25 years ago, I adapted several classical scenarios of the aforementioned two games for M44O.

I just posted the first one, "Night Patrol (to Maknassy)". Please try it and give me your thoughts as ususal.

I purchased a 128 right when they came out ( about the only decent thing the 128 could do was become a 64 w/ the ~ Go 64 ~ command.

SSI was the sh*t !!

Combat leader was wild - small unit ( each unit represented - well - one unit ) combat that was really fascinating.

Field of Fire, and of course Roadwar 2000 - how cool was it to pull up your bus, make a turn and hit another vehicle with broadside fire of 20 people? If the enemy was moving, shoot the tires and watch it crash and burn !!

Thanks for the memories Turbo - looking forward to giving the scenarios a try !

Thanks for providing a new map to play with; it is great that the M44O community takes this role seriously and ends up producing all those great SFTF scenarios!

About this one in particular, I've still been trying to get my 1st win as axis vs. Johnny. It is not an easy task, even if I make some serious mistakes from time to time, because I keep forgetting about the Night Rules
Anyway, here are my thoughts:

- The map is great, although focused in the center; trying to bring the tanks out, as axis, makes it more interesting, but it's very difficult.

- 6 cards (allies) vs. 4 (axis) is too much of a difference. It is rare that Johnny can't play on the center as allies.

- The Italian Royal Army Rules are not in effect, unlike it is said in the Info page.

- The escarpments are placed differently on each flank. The left flank geography is easier for the axis to come out, as there are 2 routes, and I would replicate it in the axis right flank.

Anyway, congratulations for the map and thank you for publishing it. By the way, I played a lot of the Panzer General series, but I never had a C64 - that was too expensive at the time.

maybe I should say a few words about the original FOF scenario. The task of the American player is to attack the Italian garrison, take as many prisoners as possible (prisoners are considered to have been taken during each close assault) and escape to the bottom of the map before a german armored counterattack materializes. I tried to transfer this setting into M44O.

I don't know why the Italian army rules don't work, did I do anything wrong? As we all know, they do work with the standard MT scenarios.

I play-tested this map against Johnny several weeks ago and experienced satisfying results. What I would like to know is whether there is any significant difference when two human players face each other. Did anyone play against a human opponent?

PS: I chose this scenario because it is the first and easiest FOF map and it could be transformed into a M44O map without too much difficulty, but my favorite FOF map will be the next one.

For the allies the in assault is a very powerful weapon. In game 1 I should have amassed everybody in the center first and then played it, but I started with advancing in the centre. No worries though because the card gave a big advantage and I won, gambling a bit on getting center cards because all my troops were in the center. I can't see the allies doing anything useful on the flanks. But if you have only flank cards, you will have to mount some attack/strategy there.

Getting the tanks out in the open is a pain in the behind because you need at least three turns. Three turns in which the allies advance on Maknassy, if you don't defend it it goes very bad, so I feel that the only way the tanks are going to get played is if the center cards run out for the axis.

I feel the germans do have a shot but only if the center cards run out for the allies. The allies have a hard time doing anything useful with left and right cards. Yes you could go around the outside of Maknassy, but I feel that does not make a lot of sense.

In game two (as germans) I managed to get my tank out to do some damage and made it to 5-5, but with a 1 fig infantry on the back row and an enemy infantry ready to walk of. kurivial countered my armor assault to be able to play one unit in the middle and took the last medal. On the other hand I threw 60 dice (against 48 for kurivial) and had a percentage of 43. One more hit on a particular infantry unit would have killed it. So i could have won the match, but only because kurivial lacked cards to run of or kill my 1 fig unit.

I am still puzzling on how to win time to get the tanks out in the open, but fear that the allies will have run into town then, making the tanks much less effective.

Thanks again! Obviously, the game was really too much in favor of the Allies. To change this, I increased the number of cards for the axis to five, replaced the US elite units with standard ones and gave two sandbags to the Italians in Maknassy.

Feel free to play again and tell me whether the Axis is now capable of winning!

After finetuning "Night Patrol to Maknassy" with your help, I now posted another scenario based on the SSI game "Field of Fire". It is set in Normandy and was one of my favorites. I hope I could convey the feeling into M44O. As always, feel free to submit your comments and suggestions!

I missed "field of fire" but have been playing "Templeton's Crossing" against Hermann. Maybe you have opened another topic/thread somewhere I missed?

Templeton's Crossing

It has the look and feel of real "jungle-fighting" about it. Only on the Allies right flank can you walk along the mountains more easily. I find that the special troops of the Allies and the Japanese tend to run around there if they have the chance to make use of the space over there.

Maybe against a human opponent it would be a little bit more like a chess match but against Hermann/Johnny it's more creeping up on each other in the first stage and then slugging it out.

I do admire the programming of Hermann and the way he positions his troops just right. Not only for a maximum of dice (which we all know he does) but also for a maximum of cover. That he doesn't just leave it willy nilly becomes very apparent in this scenario (at least as I saw it ). I also saw him retreating wounded units.

I would not change it, but my main beef with the scenario, especially with the Axis, is getting units over to the left flank. Twice I got a lot of cards over there but did not manage very well to get the men over there.

You should have been able to find this thread by using the forum search function, but of course you're welcome to post in this or any other thread I ever opened. Maybe I should not have opened a new thread for (nearly) each new scenario in the first place.

I just searched Turboheizer and set the sort to date descending. This was the first thread I found. I confess I was to lazy to search on. (I now realise I could have searched on the scenario name )

Night of St. Anne
Not only did I play it, I played against your esteemed self.
I would advise players who are not familiar with hedgerows to play this one. It will train your knowledge of hedgerows fast and hard. This combined with night rules makes for a nice scenario.

My tip: (more for Axis than Allies) get all your units to fight so take your time getting everybody involved. And watch out the hedgerows slow you down. Don't let this scenario become your "Hedgerow Hell".